|Cover Text:||Nurroth, north of Orlandes City, is often viewed as an uncultured den of pirates and thieves. As a professional thief yourself, you get more than you bargain for after completing your most recent job. Clearly, you’ve stolen something you shouldn’t have. The Nurrothian Lords are on your trail, and you’re soon caught in a political tangle between Nurroth and Falavia. But a thief’s life is never meant to be easy…|
|Malthus Dire's Thoughts:||
Anyone who is familiar with Midnight Rogue (Fighting Fantasy #29) will quickly see that this tenth GA adventure bears more than a passing resemblance (at least, conceptually) to that book, but don't let that put you off as, like GA #9 before it, this gamebook app is immense fun to play. You play a thief and the adventure starts (in James Bond movie style) with you finishing off a previous job before getting involved in a new "assignment" that it quickly becomes apparent may be a case of biting off more than you can chew which leads you into numerous possible approaches: Will you simply carry out what you have been asked to do? Will you do a runner with what you have stolen and go to ground in another city? Will you establish what the great secret/conspiracy is and try to prevent it from happening? Will you just end up dead? ...and therein lies the brilliance of Lords of Nurroth as there are so many possible outcomes that you feel compelled to keep playing through just to find out how many different ways this book can end. Yes, there is an optimum ending, but there are many other positive (and some disastrous!) outcomes to find too. In fact, several of the "Achievements" to find involve finding all the various endings which drives you to keep re-playing even more. I would not say this is an especially difficult gamebook, but some of the endings are by definition harder to find than others, and each path is short enough for restarts to not get frustrating. Many of the NPCs you can meet are not what they seem and distinguishing friend from foe is all part of the fun, as is knowing that you are playing an anti-hero (who quickly proves to have something of a conscience). There are traps and obstacles at many points along each path (although you choose from a selection of thieving talents at the start which will help to ease you through some of these) and each route is noticeably different in how it plays out, making this a very satisfying and eminently revisitable gamebook that will not disappoint.
|Errata:||Should you return more than once to section 186 when negotiating the sewer network, no linking options are offered on the second visit meaning you are stuck and can only either backtrack (if using Casual Mode) or re-start the game.|
|Users Who Own This Item:||Malthus Dire, mir1812|
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